Format all code with new clang-format
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@@ -782,7 +782,9 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
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GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
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if (enable_mode == ModeControl::kColorDepth) {
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uint32_t color_info[4] = {
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regs.rb_color_info, regs.rb_color1_info, regs.rb_color2_info,
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regs.rb_color_info,
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regs.rb_color1_info,
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regs.rb_color2_info,
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regs.rb_color3_info,
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};
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// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
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@@ -1099,7 +1101,9 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState(
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}
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static const GLenum kFillModes[3] = {
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GL_POINT, GL_LINE, GL_FILL,
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GL_POINT,
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GL_LINE,
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GL_FILL,
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};
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bool poly_mode = ((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0;
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if (poly_mode) {
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@@ -1590,7 +1594,8 @@ bool GL4CommandProcessor::IssueCopy() {
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if (copy_src_select <= 3 || color_clear_enabled) {
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// Source from a color target.
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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@@ -940,8 +940,9 @@ bool TextureCache::UploadTexture2D(GLuint texture,
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texture_info.size_2d.logical_height);
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y++, output_base_offset += host_info.size_2d.output_pitch) {
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auto input_base_offset = TextureInfo::TiledOffset2DOuter(
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offset_y + y, (texture_info.size_2d.input_width /
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texture_info.format_info()->block_width),
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offset_y + y,
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(texture_info.size_2d.input_width /
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texture_info.format_info()->block_width),
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bpp);
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for (uint32_t x = 0, output_offset = output_base_offset;
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x < texture_info.size_2d.block_width;
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@@ -1048,8 +1049,9 @@ bool TextureCache::UploadTextureCube(GLuint texture,
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y < texture_info.size_cube.block_height;
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y++, output_base_offset += host_info.size_cube.output_pitch) {
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auto input_base_offset = TextureInfo::TiledOffset2DOuter(
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offset_y + y, (texture_info.size_cube.input_width /
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texture_info.format_info()->block_width),
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offset_y + y,
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(texture_info.size_cube.input_width /
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texture_info.format_info()->block_width),
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bpp);
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for (uint32_t x = 0, output_offset = output_base_offset;
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x < texture_info.size_cube.block_width;
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